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Cpt Crash

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Mar 28, 2007
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I recently played a 36 campaign as Germany. I attempted to keep everything historical, including the military buildup. I had very close to the correct historical numbers by 01/09/39, and by 10/05/40. The battles followed historical paths also (except for Norway, which was a little haphazard, but successful).

I then went ahead full speed for Sea Lion. When it seemed safe, I struck (about 20th of Sept). I tried it 3 times from saved games, but no luck. During my last attempt, half of the RN capital ships were sunk. Unfortunately, my six German divisions involved with the landings were lost (an airborne division also).

I know that a successful Sea Lion can be carried out with this game. I just do not think it was possible with the forces that Germany had in the summer of ’40. I made it a point to create the historical forces. I was not preparing for a cross channel invasion from 1936.

In September of ’40, I had enough resources to keep a rather bloated IC running full steam for only about 20 months. This occurred even though I had amassed some very good prewar stockpiles. The captured IC, plus the new techs just pushed the available IC over 500. I think this recreates Germany’s situation well in “40. They had Western Europe’s IC at its disposal, but not enough material to keep everything running for very long. The result was idle factories-as happened in my recent game. Had I kept going, I would have shut down about 25% of IC use so to maintain the high IC throughout the game. Of course, if one was so inclined, he could throw everything into a preparation for an invasion of Russia.

All in all, I was very happy with this particular game. It gave the most historical game play yet. I enjoy winning, but keeping things in the realm of possibilities is what make this an entertaining hobby for me. I can now proceed with some more outlandish approaches knowing that the model I am using is reasonably accurate.

The CORE mod crew has done a great job on creating a model for the war.
So, thank you very much for your effort on this mod-I appreciate it. You guy’s must love history to do all this work for free.
 
Yes the mod is great. I enjoy it very much. I like the much more complex technological tree which avoid to end up with every tech researched which is not realistic and oblige to make some choices along the way.

Also the special naval doctrine make more specific each navy even if they deploy the same type of ships. And this also add some realism to the game and in my mind is a very clever way to make units different in each camp without having the huge test period to equilibrate ships singularization for each countries. Well done ;)

I am looking for the next version which will revisit the AI which is actually the vanilla one (i.e. which can not really be called as an intelligence...). I read the one of EWWII - WiF is terrible :rolleyes:
 
I have to agree as well. I've only just started playing HOI 2, but I tried the CORE mod for HOI 1 and thought it did a lot for that game. Unfortunately, you couldn't mod out all the poor game mechanics in 1. But now I've got 2 and the first thing I did was look for the CORE mod for it.
The first thing I noticed that I had been wondering about in HOI 1 and vanilla 2 was, where was Kiel canal? Thank you guys very much for putting this in. It was driving me nuts to think I was the only person who knew it existed... :p

I do have one suggestion or request, dealing with the naval builds. Is it possible to mod this so as to have the impending ships appear ahead of time in the deploy units area? Sorta like SR'd units or something? I may try to mod it myself at some point, but I'm a bit new to that, so I'll give it a wait for now.

Also, I did change the Nuremburg rallies events somewhat, basically moved the '36 military recovery blueprint gimme to fire on the Rhineland re-occupation instead, and the '37 to fire on the '36 rally. That way those actually do some good, as I had been researching them all long before I could get the blueprints.

Ohh, and one other idea. Lindberg's visit to Germany. The Germans staged a bit of a trick for him, basically flying the same planes to airports ahead of him to make him believe the Luftwaffe was much larger than it actually was. I'm pretty sure this might have been worth a tick toward isolationism in America in game terms, since he did report back to the American government on what he'd seen.

Anyway, great work!
 
Is it possible to mod this so as to have the impending ships appear ahead of time in the deploy units area?
It's certainly possible (in game terms) but not accurate in realism terms - ships are built in a certain location, and we have used the historical location where these vessels were built. Really, there should be some limitations on where you can place certain types of ships in any case - one reason Germany only built 2 BCs and 2 BBs is because they basically only have 2 shipyards capable of building such large vessels.

Tim
 
HistoryMan said:
It's certainly possible (in game terms) but not accurate in realism terms - ships are built in a certain location, and we have used the historical location where these vessels were built. Really, there should be some limitations on where you can place certain types of ships in any case - one reason Germany only built 2 BCs and 2 BBs is because they basically only have 2 shipyards capable of building such large vessels.

Tim

I think you misunderstand my intent. I understand and support the idea that ships are long term projects tied to a specific shipyard. I only want to see when they're due and where they'll appear. I know when you SR a unit it gives you a time and a location that the unit will appear in, this is what I wanted with the ships. To have the unit being built to show a time and location to appear in the SR pool, since there's no other good way to emulate this that I can see.
When you allow the naval program, all the units to be built would then appear as if they are units being SR'd to the location they were actually being built in with the time due being the actual build date.
Having said that, is there a way to mod this?

Of course, the best solution would be to specifically model the ship production in re: location, but I suspect that can't be modded easily or else it would have been...
 
Oh - sorry - I did indeed misunderstand you. As far as I know, you can't set the ship up in the "SR queue", as it were, with a projected time / date / location. Additionally, doing so would cripple your TC, since the game would think you had large numbers of units in SR already.

Tim
 
HistoryMan said:
Oh - sorry - I did indeed misunderstand you. As far as I know, you can't set the ship up in the "SR queue", as it were, with a projected time / date / location. Additionally, doing so would cripple your TC, since the game would think you had large numbers of units in SR already.

Tim

Ah, well. It was a shot. I'd love to see some way of knowing the projected naval builds in-game, instead of having to go root through the event files...

I hadn't thought about the TC hit, but I suspect it could be dealt with somehow if the rest was possible. Well, when I get a little better at modding these things, I may see if I can at least kludge up some sort of notice so one can plan around the build schedule.